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UI I Design fr from Local to Global
Shao Kun
Netease GUX
UI I Design fr from Local to Global Shao Kun Sp Speaker Na Name - - PowerPoint PPT Presentation
Session Title UI I Design fr from Local to Global Shao Kun Sp Speaker Na Name Netease GUX Speaker Title & Company Session Title Globalization Second level Sp Speaker Na Name Speaker Title & Company Third level
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mobile games
mobile games
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focusing on overseas markets have small success
local cultural identity
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frequent consumption, while Japanese players love to “collect”).
Chinese players love to repeatedly play for more item and equipment, etc.)
work in USA. American mainstream gamers prefer social activities in their spare time, which may affects the stability of time investment in games. Interruption of time investment can easily lead to player loss. The above speculations are for reference only, the UE tests shall prevail)
between West and East.)
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Decreasing the font size or doing text wrapping in case of text going beyond the text box (used less) Will result in too much different font sizes in the same interface or affecting the reading experience
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Adaptive text box and sudoku (Text length checked by procedures; adaptive interface) Before translation After translation You were mind controlled by Tyrannos. Tyrannos controlled you and trapped me inside. But after this shock, you wake up and I am free! 你是被精神控制了,小绿龙们 控制了你,把我的力量封印在 你身内。但是受到冲击后你醒 了,同时我也解放了。
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Text translation If you do the effect of calligraphy for highly versatile words, they can’t be translated, for example:
Abbreviations After translation, long English words can be abbreviated to reduce the
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Sayings and proverbs shall not be translated literally to meet the language characteristics of each ethnic culture. The translation shall respect religious and national culture and avoid violations.
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great impact on the information priority of a system or interface. For example, when designing for Japanese players who spend a lot time public transportation, UI designer should give high priority to “Fragmentation”, “One-hand operation” and “Resources saving” during the adjustment process, instead of only considering regular gameplay and adaptation.
and hierarchy depth of interface. If target audience has a strong preference for simple interface and relatively flat information hierarchy, but the original game version has very typical Chinese characteristics, then adjustment is necessary.
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1.Localization of GUI design may need the implantation of local element Seed. 2.Adjustment of design goals. Usage scenarios and consumption habits of players will have a great impact on the information priority of a system or interface. For example, when designing for Japanese players who spend a lot time public transportation, UI designer should give high priority to “Fragmentation”, “One-hand
process, instead of only considering regular gameplay and adaptation. 3.Re-integration of UI information and hierarchy is mainly related to the information density and hierarchy depth of interface. If target audience has a strong preference for simple interface and relatively flat information hierarchy, but the original game version has very typical Chinese characteristics, then adjustment is necessary.
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